mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 11:26:42 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			128 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
Camera Settings
 | 
						|
###############
 | 
						|
 | 
						|
.. note::
 | 
						|
    Some camera settings are available only in the in-game settings menu. See the tab "Scripts/OpenMW Camera".
 | 
						|
 | 
						|
near clip
 | 
						|
---------
 | 
						|
 | 
						|
:Type:		floating point
 | 
						|
:Range:		>= 0.005
 | 
						|
:Default:	1.0
 | 
						|
 | 
						|
This setting controls the distance to the near clipping plane. The value must be greater than zero.
 | 
						|
Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
 | 
						|
Values greater than approximately 8.0 will clip the character's hands in first person view
 | 
						|
and/or the back of their head in third person view.
 | 
						|
 | 
						|
This setting can only be configured by editing the settings configuration file.
 | 
						|
 | 
						|
small feature culling
 | 
						|
---------------------
 | 
						|
 | 
						|
:Type:		boolean
 | 
						|
:Range:		True/False
 | 
						|
:Default:	True
 | 
						|
 | 
						|
This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn).
 | 
						|
It generally improves performance to enable this feature,
 | 
						|
and by definition the culled objects will be very small on screen.
 | 
						|
The size in pixels for an object to be considered 'small' is controlled by a separate setting.
 | 
						|
 | 
						|
This setting can only be configured by editing the settings configuration file.
 | 
						|
 | 
						|
small feature culling pixel size
 | 
						|
--------------------------------
 | 
						|
 | 
						|
:Type:		floating point
 | 
						|
:Range:		> 0
 | 
						|
:Default:	2.0
 | 
						|
 | 
						|
Controls the cutoff in pixels for the 'small feature culling' setting,
 | 
						|
which will have no effect if 'small feature culling' is disabled.
 | 
						|
 | 
						|
This setting can only be configured by editing the settings configuration file.
 | 
						|
 | 
						|
viewing distance
 | 
						|
----------------
 | 
						|
 | 
						|
:Type:		floating point
 | 
						|
:Range:		> 0
 | 
						|
:Default:	7168.0
 | 
						|
 | 
						|
This value controls the maximum visible distance (also called the far clipping plane).
 | 
						|
Larger values significantly improve rendering in exterior spaces,
 | 
						|
but also increase the amount of rendered geometry and significantly reduce the frame rate.
 | 
						|
Note that when cells are visible before loading, the geometry will "pop-in" suddenly,
 | 
						|
creating a jarring visual effect. To prevent this effect, this value should not be greater than:
 | 
						|
 | 
						|
	CellSizeInUnits * CellGridRadius - 1024
 | 
						|
 | 
						|
The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
 | 
						|
neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
 | 
						|
The field of view setting also interacts with this setting because the view frustum end is a plane,
 | 
						|
so you can see further at the edges of the screen than you should be able to.
 | 
						|
This can be observed in game by looking at distant objects
 | 
						|
and rotating the camera so the objects are near the edge of the screen.
 | 
						|
As a result, this distance is recommended to further be reduced to avoid pop-in for wide fields of view
 | 
						|
and long viewing distances near the edges of the screen if distant terrain and object paging are not used.
 | 
						|
 | 
						|
Reductions of up to 25% or more can be required to completely eliminate this pop-in.
 | 
						|
Such situations are unusual and probably not worth the performance penalty introduced
 | 
						|
by loading geometry obscured by fog in the center of the screen.
 | 
						|
See RenderingManager::configureFog for the relevant source code.
 | 
						|
 | 
						|
This setting can be adjusted in game from the ridiculously low value of 2500 units to a maximum of 7168 units
 | 
						|
using the View Distance slider in the Detail tab of the Video panel of the Options menu, unless distant terrain is enabled,
 | 
						|
in which case the maximum is increased to 81920 units.
 | 
						|
 | 
						|
field of view
 | 
						|
-------------
 | 
						|
 | 
						|
:Type:		floating point
 | 
						|
:Range:		1-179
 | 
						|
:Default:	55.0
 | 
						|
 | 
						|
Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
 | 
						|
Small values provide a very narrow field of view that creates a "zoomed in" effect,
 | 
						|
while large values cause distortion at the edges of the screen.
 | 
						|
The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
 | 
						|
(e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
 | 
						|
 | 
						|
This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.
 | 
						|
 | 
						|
first person field of view
 | 
						|
--------------------------
 | 
						|
 | 
						|
:Type:		floating point
 | 
						|
:Range:		1-179
 | 
						|
:Default:	55.0
 | 
						|
 | 
						|
This setting controls the field of view for first person meshes such as the player's hands and held objects.
 | 
						|
It is not recommended to change this value from its default value
 | 
						|
because the Bethesda provided Morrowind assets do not adapt well to large values,
 | 
						|
while small values can result in the hands not being visible.
 | 
						|
 | 
						|
This setting can only be configured by editing the settings configuration file.
 | 
						|
 | 
						|
reverse z
 | 
						|
---------
 | 
						|
 | 
						|
:Type:		boolean
 | 
						|
:Range:		True/False
 | 
						|
:Default:	True
 | 
						|
 | 
						|
Enables a reverse-z depth buffer in which the depth range is reversed. This
 | 
						|
allows for small :ref:`near clip` values and removes almost all z-fighting with
 | 
						|
terrain and even tightly coupled meshes at extreme view distances. For this to
 | 
						|
be useful, a floating point depth buffer is required. These features require
 | 
						|
driver and hardware support, but should work on any semi-modern desktop hardware
 | 
						|
through OpenGL extensions. The exception is macOS, which has since dropped
 | 
						|
development of OpenGL drivers. If unsupported, this setting has no effect.
 | 
						|
 | 
						|
Note, this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
 | 
						|
The performance impact of this feature should be negligible.
 | 
						|
 | 
						|
This setting can only be configured by editing the settings configuration file.
 | 
						|
 |